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I believe at a certain point, like 120+, craftable gear should not be lower than an orange rarity. Green gear and below is just not practical, since it takes longer to craft than to drop it. Plus, there is no reward in crafting a green item since there is an orange item that is so much better that is a drop. Green gear pretty much function as fillers until you get an orange or higher.

All this is nice and dandy IF and only IF the craft able gear becomes comparable if not better than the droppable gear. I've seen no point in leveling up any of the weapon masters professions because the only worthwhile gear is the lvl 100 sealed ones... The other professions only have decent gear due to the UBs - everything else is sub par compared to stuff dropped in game. Especially considering that it is a lot quicker to drop something than it is to craft it...

It would be nice being able to make things that are actually useful while you level the profession and not terrible/useless gear that just gets thrown away or crushed. Hmm...

Everything looks great except the "specific gears" contest section. In theory it seems nice since like you said crafting would be more than just maxing the profession, but in reality it will cause a lot of fighting.

I am... very hesitant towards this. It seems to me crafters are being screwed over and forced to fight each other to get these "rare recipes" so they could in theory just charge an outrageous amount and actually keep that position making it so they monopolize a whole profession... i really need to see more about this before i make final judgement but i have mixed thoughts about all of this.

FAQ

When is the Craft revamp?

We do not know yet! But once we have a confirmed date we will keep you informed.

What will happen to the harvesting and planting professions?

Harvesting/Planting professions will not change and will always be the main source of obtaining resources for the craft professions. However, the refinement recipes will be moved to the craft professions themselves. For example, the Farmer will no longer make flour, it will become the role of the Baker. Obviously, to address these changes, the progression of the harvesting professions and resources harvest levels will be reviewed. All this will be communicated more in details in time.

How will we earn XP for these craft professions?

The workshops will disappear, and to earn XP for your professions, you will now have to perform "tasks". Also note that all professions will have 200 levels. Your craft levels remain the same as of now. Which means that for example, an Armorer level 100 will still be level 100. In contrast, the 100 + level items which can currently be crafted at level 100 will finally find their proper place from this balancing. Basically an item level 130 can only be crafted by a craftsman level 130 +, not less.

Will the current recipes be changed?

All current recipes will be changed to match the new system. Since the limitation will now be linked to time and not on the amount of resources needed to create an item, the amount of resources needed for the recipes will also be reduced. We'll review all resources, in addition to the recipes: Crafting as it is now will no longer exist and we will start on a new basis. Some resources may also disappear from the recipes and the game, because they will no longer be useful or they is just too many of them. We will balance all of this the best we can and do not worry, the Beta Server will be opened sufficiently early so that you can anticipate all the changes, or share with us your feedback.

How can we get workers to be able to start tasks? And how to get the tools?

You can get them via the crafting system. There will be tasks of recruitment and training of workers, and other will be for the creation of tools. Ultimately, it is possible that some other features will allow to you to simply obtain them, such as the Haven World buildings allowing you to retrieve tools daily.

Will the tools be consumed after use?

Not necessarily. This will depend on your recipe conditions within a task. Be aware that the tools are easy to get and it will be "normal" to lose some of them and to restock them. In other words, loosing tools will not be detrimental to your tasks. In addition, you will have full control as you will know exactly how and what tools you will likely lose by starting a task.

Can tasks fail? What will happen in case of failure during a contract between players: Will it be canceled, will the resources be lost?

Each recipe has an initial success rate depending on the level and rarity of the item (we are speaking here about the recipe and not the task, we must make the difference). Tools will be there to increase the success rate of a recipe when you start your task. There will be no absolute randomization since you will always have tools at your disposal to control the success rate of your recipes. Therefore you will have to make the right choices to maximize your profitability: Ensure that all your recipes have a 100% success rate by helping you with tools, or prefer to save your tools while knowing that it will lower the success rate of your recipes. In case of failure of a recipe, the ingredients will not be lost, only the tools will, by following specific rules that will allow you to assess the risks. All this and especially recipe failure during a contract, is still being reviewed and will probably evolve one step at a time, therefore we will not get into the details yet. What you need to know for now is that we will ensure that there is no randomization for you to worry about, so that you always know what you will lose or gain by making a recipe.

Will the tasks of making tools require anything other than time? Will we have to commit resources or Kamas for example?

The tasks of making tools will require resources, which will be accessible and probably fast enough to get.

Can we already increase our Professions to level 200? Or will they be limited to the maximum level of the recipes?

The maximum level of professions will be limited to recipes (and items) available in-game. Just like the character level, it seems uninteresting to unlock all levels of professions if there is not yet any content tailored to its evolution. Unlocking the levels of craftsmanship will follow the one of the characters.

Will it still possible to level up a profession to the highest level in a few hours if I have all the ingredients it takes?

It will not be possible to level up a profession to the highest level in a few hours and it is just another advantage of this system in terms of game design. Indeed, the minimum amount of time to get to the maximum level will be decreased: Even if you had the opportunity to purchase all of the ingredients to suddenly go from level 0 to level 100 (very common practice today), it will be much longer to level up a profession because everything will go through tasks which will have a set duration. This give more value to the players who invest in their profession(s) for several months and were feeling "cheated" by the very wealthy players wanting to become a max level craftsman overnight, to get for example : "Grou’s Axe". Now, if you want to get there by the next day, you will have to take your time, go through a skilled craftsman, or the Marketplace.

What will happen to the Master Craftsmen seals?

They will remain in-game and we will improve their use by adding opportunities to recover seals (in small amount of course). For example, a seal could be received once the profession is at level 100 and another at 150. Similarly, long enough and hard quests could be another way to obtain them, etc... We believe to also add other items that will work with the same principle as those seals. All this is still in the thinking stage.

Will part of this new system be monetized?

As for Smithmagic, this aspect is considered. Should this happen, we would not want it to give access to additional things that are not already in-game. Our thoughts are more oriented towards time gain and XP.

What about guilds and nations in all this?

We believe in putting in place a guild and nation gameplay via this new craft system, as well as quests, achievements and everything that makes up the current PvE. The goal for us, is to ensure that crafting is as viable, attractive and interesting as combat is in WAKFU.

So we will be able to check out available craftsmen online?How about doing the same thing for group search?

Overall i am excited to read this all. However what will happen to those that already have 100 lvl crafts? You will downgrade everybody down to level 0 proffesions? Even if it may seem more fair for ranking concept to make everybody start togather, i can feel that those hard workers with 100 lvls proffesions will rage against it.

I like the idea to let other people do the job for you. I remember there was a system in other game where someoen could drop a receipe and then use it repeatadly and others couldn't untill they dropped it. That was cool system and people wanted to "collect them all" (the recepies i mean). Would be nice to have something similar in wakfu. I just hope you won't make us waste materials trying to figure out secret receipes...

As for letting us play the game while our craft is being worked on by someone else (NPC or player) i think it would be cool idea. However i don't think we should hire NPC. It might lead to crowd of NPC's if people start recruiting them. Instead how about entering workshop and talking to the head manager there that you want X item to be crafted? Then you will give the materials and he will tell us how long we must wait till the work is over. Obviously this may seem awkward to level our proffesion when ... someone else (recruit?) do it for us... Therefore i would avoid any NPC. Simply let us open workshop, place required materials in there and start the craft, then close the window and let us play, and allow us to have ability to open the workshop again to see the progress. This would make crafting workshops for haven bag convenient and wanted.

I strongly dislike the exclusive recipes for a few crafters. This will demotivate the casual crafter that just wishes to play moderately and craft to him/herself or the guild all the items they need.A strong reduction on task time or even material costs on the recipes would be a more fair alternative to reward the most commited high level crafters. Maybe unlock an extra slot or two for them?

More items and sets need to be made craftable as an alternative to being dropped, so I hope that is considered when the new craft lists for each profession are made. Crafting isn't as important at the moment because most good gear is drop only, with some wabbit island and seal craft exceptions.

The contract system is great, previously there were very limited ways of ensuring you didn't get scammed, such as trading the materials directly for an existing version of the item. Having this method makes it safer for buyers and should hopefully make it much better for making money as a crafter.

The apprentice idea will be nice in the long run, it just annoys me that I'll have to start with basic apprentices on my lvl 100 professions. Anyone who's maxed will have to backtrack again, just like they had to with the guild and smithmagic revamps. I was ok afk crafting, but having it being done while I do other stuff is also pretty good, items like handles, kamas and bread need to not take too long though, or apprentices are going to be clogged up for days making anything in large quantities.

I'm eager to find out more about the changes to master seals and lvl 150 versions of seal crafts, now the lvl 100 versions are becoming outdated. I bet the quests will be just as grindy as getting the materials in the first place was, but I guess that's what makes them so good for their level in the first place.

I haven't made up my mind yet if I like this new system or not, BUT I can tell this is not the revamp that crafting system needs.

At this moment players have VERY LOW INTEREST in crafting professions and items, here some reason:-Very few interesting items to craft.-You can find a much better drop-item counterpart for every craft-item.-Not convenient to make kamas from selling because (read above).-Legendary items (seal craftings) that should be very good since every player can only craft one for profession, are extremely outdated and the value keeps geting lower and lower (also you can count 3 or 4 good legendary weapon, all other legendaries are s***t, nobody wants/needs them).

Solutions may be:-Make craft items more powerfull and harder to craft.-Make craft items (expecially legendary items) upgradable or customizable.-Make more various items, why not some crazy full utilities weapon or armors? hp, lock, dodge, no dmg, full hp i don't know... something that might open perspective for cool and various builds.

I'm not saying this new system is bad, i repeat, it's just not what professions need to become an important feature.

Despite the fact that it is essentially a 1:1 knockoff of Neverwinter's crafting system, it actually seems a big step up from the mind-numbing melancholy that is crafting in Wakfu. It just seems strange to scrap the entire crafting system and start from scratch for a game that was supposed to be, in a big way, about crafting. The lack of any system-generated currency was meant to enforce/encourage a healthy game economy, but did it? At the end of the day, crafting was boring, and offered fairly lackluster rewards. The rewards have gotten better, money now grows on tree's, but the drop rates for rare materials are still abysmal and the process of harvesting/crafting is uninvolved and repetitive to the extreme.

If this is the sum total of the proposed changes to crafting, it will be at best, slightly less tedious, and not really any more rewarding than it currently is. The crafting system, even after the proposed modifications, lacks any need to distinguish "talented" craftsmen from less prestigious ones. If say, craftsman A and craftsman B each have the recipe to make a piece of armor, what would distinguish the two sets, and thus, the two craftsman? Nothing. Each piece of armor would be the exact same as the last one made, with no variation to stats or aesthetics. "Interaction, Speed, Price" are fairly weak differentiating factors for various craftsman.

All craftsman will try as best as possible to be amiable, have competitive prices, and to get things done as quickly as possible. Even among the top 20, say, craftsman, your going to find very very little differentiation in the way they do business, and no variation in the things they produce.

This crafting system is Neverwinter RIPOFF, I mean besides the leaderboards bs (which would make a monopoly issues, because only the top crafters would get contracts from other players) the systems are IDENTICAL. How can you call it a concept if YOU DIDN'T think of it yourself??

P.S. Don't get me wrong, I like Neverwinters crafting system, It just pisses me of to see a dev of a great game to become lazy and start copying mechanics from other games, without adding ANYTHING to it.